Suggestions for Eberron adventures


Dungeon Magazine General Discussion


Hi!

Because time constrains, I'm not being able to build my own adventures for my group so, recently, I started and Eberron campaing, using adventure modules (I'm currently running the campaing that starts with "The Forgotten Forge", and we are already in "Grasp of the Emerald Claw". Next I'll DM "Eyes of the Lich Queen", but after that, I'm out of ideas, I know there are adventures in Dungeon magazine, but I don't know if any of them are made for eberron.

Can anyone tell me of more adventure modules to follow the game? Made for eberron if possible, or at least easy to convert. I plan to take them from level 1 to 20 or even epics, if possible (It'll probably be my last 3.5 game so I want to end with a bang, even if it's not a bang made by me).

Please note that I'm from Spain, so I'd prefer magazines that have pdf version so I can print just what's needed, some nice people told me of the fantastic Savage Tide adventure path, but I can't get it because only one of the issues is in pdf.

Grand Lodge

From Dungeon-

Here are the stand alones:
Queen with the Burning Eyes, 1st, 113
Fallen Angel, 4th, 117
The Aundarian Job, 5th, 147
Murder in Oakbridge, 5th, 129
Riding the Rail, 5th, 143
Steel Shadows, 7th, 115

Logue did a pretty amazing trilogy in Dungeon. I fully recommend it for action scenes and a memorable recurring villian to boot. All set in Sharn and it has a Batman's Gotham kind of feel to it.

Chimes at Midnight, 5th, 133
Quoth the Raven, 8th, 150
Hell's Heart, 10th, 151 (wotc's online issue)

Andy Collins and James Wyatt did another trilogy in Dungeon which sends your characters to Xen 'drik.

Crypt of the Crimson Stars, 6th, 123
Temple of the Scorpion God, 7th, 124
Pit of the Fire Lord, 8th, 125

That's all of the ones that appeared in Dungeon, though you could surely drop in adventures from other settings nearly seamlessly.


Damm... all of them are in the 5-10 range...

Why all eberron adventures are mid-level?

Well... what about stand alone or mini-campaing adventures from level 9 or 10 and onwards, that are easily translated to eberron?

Grand Lodge

Swords of Dragonlake, 12th, 141
-Also written by Logue, I originally imagined it set in Sharn's Menthis district.

I started to recommend more, but what are you looking for? Do you want urban stuff, wilderness, dungeon crawl etc? What country is your game set in?

Honestly, you could drop almost any 3.5 adventure from dungeon into Eberron. If it has ruins from a lost civilization make them Dhakaani. If there it's Land of the Lost type of thing, make it Xen 'drik. The only thing off hand that might mess you up is a planar adventure since Eberron doesn't have the same planes. Also lycanthropes are rare and dragons keep to themselves on another continent unless they are manipulating in secret on Khorvaire. So an adventure using either as an antagonist would be more remarkable than in a generic setting.

The Exchange

Hm, if you have thought about Savage Tide, why don't you give the "Age of Worms"-AP a try? Dungeon #124 - #135 are available as pdfs, and if you download the Age of Worms Overload and the online supplements, you get conversion advice by Keith Baker for each (?) issue which at least should give you a starting point for your own conversion.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

I ran Age of Worms in Eberron, and it's pretty fun. Though it may not be for you. It takes some adaptation (which Paizo has amazing resources for) and doesn't really allow itself for an Eberron game, since you basically end up ignoring everyone save for...

Spoiler:
.. thought I wouldn't give anything away. If you are still reading this and in an Age of Worms Eberron game, stop reading!

Basically, rather than the normal Eberron game where there are two or three main enemy groups, it ends up with 1.... and 1 person from the chamber, if I remember correctly.


Modera wrote:

I ran Age of Worms in Eberron, and it's pretty fun. Though it may not be for you. It takes some adaptation (which Paizo has amazing resources for) and doesn't really allow itself for an Eberron game, since you basically end up ignoring everyone save for...

** spoiler omitted **

Actually, though I haven't run it, my mental adaptation of Age of Worms was very Eberron-rich. Not only can you have machinations of the Chamber and Lords of Dust, but there's quite a bit of travelling to boot ranging from Sharn to a giant city in Xen'drik to a handful of cities around Khorvaire to a dragon's lair on Argonessen. What's more Eberron than globe-trotting?

But it does take some time which you admit to not having any of.


I just want to comment the list propose by Ithuriel above...
For me, Queen with the Burning Eyes (113) is probably one of the worst adventure ever publish by Dungeon magazine...

The trilogy of adventures is pretty bad too...
Crypt of the Crimson Stars, 6th, 123
Temple of the Scorpion God, 7th, 124
Pit of the Fire Lord, 8th, 125

On the other hand, Lodge Eberron adventures are all really good...


ithuriel wrote:

Swords of Dragonlake, 12th, 141

-Also written by Logue, I originally imagined it set in Sharn's Menthis district.

I started to recommend more, but what are you looking for? Do you want urban stuff, wilderness, dungeon crawl etc? What country is your game set in?

Honestly, you could drop almost any 3.5 adventure from dungeon into Eberron. If it has ruins from a lost civilization make them Dhakaani. If there it's Land of the Lost type of thing, make it Xen 'drik. The only thing off hand that might mess you up is a planar adventure since Eberron doesn't have the same planes. Also lycanthropes are rare and dragons keep to themselves on another continent unless they are manipulating in secret on Khorvaire. So an adventure using either as an antagonist would be more remarkable than in a generic setting.

I have no real preference in the type of adventure, except that it's easily adaptable to eberron... if I had to play favorites, something for Xen'drik would be the most cool... but I have no problem about moving them around and having different adventures in different locales or continents.

My problem is more with the time needed to prepare mid to high level adventures, wich I don't have.

I'll give Age of Worms a look, by the way. Thanks!

Grand Lodge

I really liked the Savage Tide path and what I've seen of Age of Worms, but I don't know how it would be to drop them in at 10th level. Savage Tide for one has a recurring villain who the players won't have had previous encounters with.

I'm trying to imagine the Maure Castle super issue (12th, #112) converted to Eberron. Let's say the castle was an enclave of House Vol before the elves and Dragons united to destroy them. You could throw cosmetic changes over the adventure to reflect its Aerenal elvish roots. And Eli Tomorast was a follower of the Blood of Vol... I haven't read this adventure closely so I'm not sure atm if there is anything that might be out of place, but I like the idea of it. Alternatively it could be a daelkyr stronghold sealed by Gatekeeper magic. Then Eli would be Cult of the Dragon Below, and the castle might be a entrance to Khyber. It's a classic redone and it's huge. The full issue was devoted to this one.

If you went with that one, there is a follow up in #139 for 17th level. The Greater Halls extends further below.


That actually sounds fantastic...

Oh, and If you may, wich issues have modules with the level ranges I'm looking for?

Thanks

Grand Lodge

Maure Castle This one fills the entire issue. It should occupy your group for sometime if they have a strong enough hook to keep putting themselves at risk.

Maure Castle: The Greater Halls

Both are only available as pdf, but you'd said that was preferred (maybe that was on enworld?) so you should be good.

These are based on a 1st edition classic, so they are deadly(!) dungeon crawls.


Yes, I prefer them in pdf formar, I'm from Spain, so it's usually cheaper to buy the pdf and print it myself instead of paying for shipping costs.

We are not scared of deadly Dungeon Crawls, but, just to be on the safe side, how deadly?

Are we talking about Temple of Elemental Evil deadly or Tomb of Horrors Deadly?

Grand Lodge

I haven't actually played it so maybe someone who has could weigh in, but

Spoiler:
One of the early encounters is a CR 16 Large Iron Golem with a whip that turns people to stone in one hand and a +5 keen longsword in the other. I think people have been cursing that golem for 30 years. I'll weigh in more later, maybe tomorrow when I have time to flip through it.


ithuriel wrote:
I haven't actually played it so maybe someone who has could weigh in, but ** spoiler omitted **

Quoting the Angry Videogame Nerd...

What were they thinking!!!???

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